asset-pipeline-automation — Claude Code skill: setup and usage
Builds a single-command pipeline for game assets, taking raw sprites to a packed atlas and JSON map with strict validation.
npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a claude-codeWhat asset-pipeline-automation does
This skill organizes asset generation into an automated pipeline: raw sprite cleanup, atlas packing, JSON mapping, and reference checks. Everything is structured around a reproducible build step.
Running it through a single command like npm run assets keeps the packed atlas and manifest in sync. The pipeline fails immediately if an anchor is missing or a referenced sprite cannot be found in the atlas.
What it helps with
- automate sprite cleanup and atlas packing in a single command
- validate that every referenced sprite exists in the generated atlas
- prevent broken textures from slipping into CI builds
- keep sprite sheets and JSON coordinate maps in sync
Example prompts for the agent
- Set up a one-command asset pipeline that runs
npm run assets - Add validation to check missing sprites and undefined anchors
- Wire background cleanup and atlas packing into a reproducible CI step
How to install asset-pipeline-automation
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a claude-code2Manually: put the files in place
~/.claude/skills/asset-pipeline-automation/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/asset-pipeline-automation/
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a codex2Manually: put the files in place
.agents/skills/asset-pipeline-automation/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a cursor2Manually: put the files in place
.cursor/skills/asset-pipeline-automation/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install 0xheycat/isometric-game-skills asset-pipeline-automation2Manually: put the files in place
.github/skills/asset-pipeline-automation/SKILL.md1Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a gemini-cli2Platform CLI
gemini skills install https://github.com/0xheycat/isometric-game-skills --path skills/asset-pipeline-automationManually: put the files in place
.devin/skills/asset-pipeline-automation/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about asset-pipeline-automation
How do I install asset-pipeline-automation in Claude Code?
Run npx skills add 0xheycat/isometric-game-skills --skill asset-pipeline-automation -a claude-code.
What does asset-pipeline-automation do?
It structures a multi-step game asset workflow that cleans raw sprites, packs them into an atlas, generates a JSON map, and validates all references.
How does the pipeline handle missing sprites?
The validation step halts the build and reports undefined anchors or missing assets before files reach production.
Source text
SKILL.md · MIT
--- name: asset-pipeline-automation description: Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework. license: MIT --- # Asset Pipeline Automation ## Overview Manual asset handling does not scale past a few sprites. This skill builds a one-command pipeline: clean -> pack atlas -> emit JSON -> validate, so artists regenerate and the game just updates. ## When to Use - You regenerate assets often and redo packing by hand. - Atlas/JSON drifts out of sync with the sprites. - You want a reproducible build step for art. ## Process 1. Define input (raw generated sprites) and output (atlas + JSON + map) folders. 2. Script step 1: background cleanup (see `transparent-cutout-cleanup`). 3. Script step 2: atlas packing + JSON (see `spritesheet-atlas-packing`). 4. Script step 3: validate every referenced sprite exists in the atlas. 5. Make it one command (`npm run assets`) and idempotent. 6. Fail loudly if a sprite is missing or an anchor is undefined. 7. Run it in CI so broken assets never ship. ```bash npm run assets # clean -> pack -> emit json -> validate ``` ## Rationalizations (Stop Lying to Yourself) | Excuse | Reality | |---|---| | "Packing by hand is fine for now" | It will not be fine at 100 sprites. Automate early. | | "I will validate manually" | Manual validation misses one sprite and ships a hole. Automate the check. | ## Red Flags - STOP if you catch yourself: - Manual atlas packing on every art change. - Atlas and JSON drifting out of sync. - No validation that referenced sprites exist. ## Verification You are NOT done until every box is checked: - [ ] One command rebuilds atlas + JSON from raw sprites. - [ ] Pipeline validates all references and fails loudly. - [ ] Build is idempotent and runs in CI.
© 0xheycat · MIT · 0xheycat/isometric-game-skills